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23
3 years ago

Here you can see a test about an arcade style collectables system (fully based on niagara). And the function for calculating impact zones for a dismember point system. Also calculating headshot / hit and miss statistics for the player profile.




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A new and much more improved demo of the game is now live and available for download on steam.

To name a few. A much more improved gore system, New enemy models, Improved corsshairs, Points for dismembering and more.

https://store.steampowered.com/app/1966330/Die_to_Survive/

I started working on the models for the hell level setting.

All SM models are Nanite models without using normal maps. The pile of heads dont use any UV´s and is only polypainted (vertex colors).

Gore update for the game.

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt! 

Head over to the shop to collect yours 👉 https://gamejolt.com/#shop

#gjbroadcast

Testing a new head gore part for headshots.

This week's Fan Art Friday celebrates Five Nights at Freddy's! Accept the quest in your quest log to get started.

I am still working on improvements for the gore system. Here is a video about a final function test for the headsots.

I added an camera shake function on shooting and taking damage. It is not final balanced and feels a little to heavy at the moment but i think this will ba a nice addition.

Halloween occurs when the veil between worlds is thinnest.

Complete our quest to start thinning the veil so spooky season can start in October!

UE5, Nanite and Vertex colors: I tested successfully the use of Nanite and only using vertext color information with all seen models for a cemetery in this scene (Beside the standart UE5 SK player model). No textures used at all.